--- license: apache-2.0 base_model: - alibaba-pai/Wan2.2-Fun-5B-Control pipeline_tag: video-to-video tags: - matrix-game-4.0 - causal-video - game-rendering --- # Matrix-Game 4.0 [Source code](https://github.com/SkyworkAI/Matrix-Game) | [Project website](https://matrix-game-v4-0.github.io/page/) Scene-specialized causal video renderers for **Medieval Castle**, **Ancient Egypt**, and **City Racing**. An executable game determines gameplay, physics and input, while the model re-renders clean low-poly RGB. HUD and sound remain separate, frame-aligned presentation layers. ## Contents | Path | Contents | | --- | --- | | `config.json` | Release version, architecture, upstream revision and scene file index | | `fps-castle/` | Castle checkpoint, sink image and inference configuration | | `fps-egypt/` | Ancient Egypt checkpoint, sink image and inference configuration | | `driving_game/` | Racing checkpoint, sink image and inference configuration | | `base/` | Full streaming TAEHV codec | | `game/assets/` | Shooter geometry, character data, catalogs and combat sounds | | `racing/assets/` | City map, routes, captions, vehicle audio and audio credits | | `releases/` | Exact resource paths, byte lengths and SHA256 manifests | Each scene checkpoint has 5,001,016,512 BF16 parameters. The weights require the Matrix-Game 4.0 inference source; they are not drop-in Diffusers pipelines. Training code and training data are not included. Shared encoders/codecs are installed once for all scenes. See [game asset details](GAME_ASSETS.md). ## Download and Layout Use the source release's manifest downloader with a pinned Hub commit revision and `--repo-id Skywork/Matrix-Game-4.0 --repo-type model` for both model and game-asset manifests. See `releases/README.md` in the source repository for exact commands. A scene selection downloads that scene plus its shared dependencies. The shared root `config.json` is installed as `resources/release-config.json` and verified by the model manifest. It describes this release; it is not a Diffusers/Transformers pipeline configuration or the optional DiT `resources/base/config.json`. Game-asset-only downloads do not fetch it. The T5 encoder, tokenizer and Wan2.2 VAE are fetched directly from the official [base-model repository](https://huggingface.co/alibaba-pai/Wan2.2-Fun-5B-Control/tree/b8bc1a65ab71d054ba4636dc0dac104aa4df2686). The manifest pins that revision and verifies every file's SHA256; no manual base-model download is needed. These shared files are not duplicated here. The downloader maps Hub scene folders to the runtime paths `resources/models/castle/`, `resources/models/ancient-egypt/` and `resources/models/racing/`. Do not infer the local directory layout from the Hub folder names alone. The `repo_path` field in `releases/models.json` describes this mapping. Both length and SHA256 are checked before a file is installed. ## Inference Contract - Output resolution: 480x864 RGB. One latent chunk corresponds to four RGB frames after startup; the startup chunk contains one RGB frame. - Castle/Egypt use an independent identity sink with fixed-relative RoPE. Racing uses the supplied image as output frame zero and an absolute-position sink. These policies are not interchangeable. - Quality preset: Wan VAE encoding/decoding, two denoising steps (1000, 500), native DiT. Realtime preset: TAEHV encoding/decoding, one step (1000), optimized single-GPU DiT and CUDA graphs. - CFG is 1 and the scheduler shift is 5. The attention cache contains 21 latent frames including the sink. Racing skips denoising on its supplied first frame. - Shooter captions are fixed. Racing supports fixed or per-chunk dynamic engine captions. Clean RGB, not the HUD or keyboard overlay, is the model input. Use `base/taew2_2.pth` for the full streaming fast codec; a standalone decoder file is not a replacement for its encoder. Use the exact shared files in the manifest, not an arbitrary upstream version or Wan2.1's 16-channel VAE. ## Limitations The models are specialized to the supplied low-poly scenes and camera profiles. Unseen geometry, rapid camera motion, occlusion and long sessions can cause appearance drift or geometry errors. Neural output does not change collision or gameplay. One-step/TAEHV and two-step/Wan have different quality and cost. There is no guaranteed frame rate, consumer-GPU memory fit, or exact scene reconstruction. This model card does not claim a performance benchmark. ## License and Attribution Project scene weights, sink images and game assets: **Apache-2.0**, Skywork AI. The shared Wan/umT5 resources retain their upstream Apache-2.0 terms: [Wan2.2-Fun-5B-Control](https://huggingface.co/alibaba-pai/Wan2.2-Fun-5B-Control), [umT5](https://huggingface.co/google/umt5-xxl). TAEHV is by Ollin Boer Bohan under MIT; see `licenses/TAEHV-LICENSE` and its [upstream repository](https://github.com/madebyollin/taehv). Racing audio includes CC0 and CC BY 3.0 material; retain `racing/assets/audio/CREDITS.md`. See `THIRD_PARTY_NOTICES.md` for code dependencies.